//Texture2D txDiffuse : register( t2 );
//SamplerState samLinear : register( s0 );

cbuffer cbRenderConstants : register( b0 )
{
    matrix g_projection;
    matrix g_view;
    matrix g_model;
};

struct VS_In
{
	float4 pos	: POSITION;
	//float2 uv	: TEXCOORD0;
};

struct PS_In
{
	float4 pos	: SV_POSITION;
	//float2 uv	: TEXCOORD0;
};

// Normal Shader
PS_In VSMain( VS_In input )
{
	PS_In output = (PS_In)0;
	
	//output.pos = mul(input.pos, g_view*g_projection);
	output.pos = mul( input.pos, g_model );
	output.pos = mul( output.pos, g_view );
	output.pos = mul( output.pos, g_projection );
	//output.pos = mul(g_projection, input.pos);
	//output.pos = input.pos;
	//output.uv = input.uv;
	
	return output;
}

float4 PSMain(PS_In input) : SV_Target
{
    return float4(1,1,1,1);
}